Yeah I just tried turning that up as you suggested but it did not seem to make any difference. I've decided to do all my texture previews in the render view now any ways, refreshing a 2048x2048 eats up my ram really fast, but rerendering a region does not require a texture reload. Thanks for the suggestions.
Finally I finished the job. I learnt many things especially about baking, texturing and rendering. thanks for your advices and comments. INNER PARTS FIRE MECHANISM RECOIL MECHANISM FIRE & RECOIL MECHANISM INSIDE FIRE MECHANISM INSIDE (FIRING PIN) BARREL EXTENSION (INNER PART) BARREL SIGHT TRIGGER & GRIP RELOAD
they don't as far as i'm aware. what you need to do is reload them manually to recreate that *.zsc unlike macros it will not update the binaries when the application restarts, it'll just keep loading the now outdated *.zsc. i know because i always forget that when copying my startup over to a new version. ;)
This is the new design i'm working for him. I call him Sheamus McGroover: Reloaded. I'm going for a more modern task force design for him. This design should function better for his role on the team of old characters I'm redesigning. I dunno why the idea of a modern/futuristic mage is just so appealing! XD
better to take another look at all aspects of your object - uv coordinates, uv channels, normals, any unusual properties or visibility options set (although OBJ should have taken care of that). reloading the shader, .... if you can't figure out why this particular object breaks then what to do if it happens again elsewhere.
I was having trouble getting my mesh to display after saving a project, even reloading the mesh didnt associate it with the project files. If you save the project at the beginning and just use save, let ddo save the file where it wants and the next time you open ddo it will go to the project file and everything will…
I'm in dire need of a weapon animator for Empires, a released mod for Half-Life 2. You must be able to animate all necessary sequences for first person weapon animations (draw, reload, fire, go to/from iron sights) and must be able to compile the animations into Half-Life 2's smd format. Payment will be negotiated…
I dont know if this is the right place to post this or if you guys will know the answers, but I will ask anyway. When model animations are done for a game, what exactly are the animations? Is it just the reload/knife swipe/pistol action (stuff that the player sees)? Or is it all the stuff, like running, jumping and…
i got the demo a few days ago, and played it. Being a fan of the original, i already new what happens, but the grapics and animation are at least 100 times better than the first, and the voices are still as awesome as they were in 2001. (course with surrond sound...oooohhh!) it totally rules. Can't wait till March 15th. oh…
As a torque user. There is no Colladra support in TGEA. You have to use an ancient method of having null groupings and bounding boxes. "assets dynamically reloading and refreshing in game so you can just export and see your work instantly." Are you sure your not thinking of the next Gen Engine that they are touting now?…